The Classic Game Room channel on YouTube is having a Star Wars week, and will be reviewing a new game every day. I encourage you to check out his channel; he does fun reviews, like the one I've posted above T2Q's post. Mind you, throughout the years that he has been doing reviews, he has of course done reviews of Star Wars games in the past as well, which you can find in his extensive channel playlists. But this week, he is doing some catching up, and is reviewing some of the ones he had yet to do, and started yesterday with the first Battlefront.

Woah, this place took some effort to come back to. Signing in first off, the uploading a picture I had to steal from the web and completing crap about my birthday and where I'm from just to look semi-normal. Now that's all done it'll probably be another 3 years before I post again.

I have a potentially controversial statement to make: the games we liked as children, we would never have liked if we played them now, because the games of that era rely largely (or in some cases entirely) on trial and error, and being that much closer to death as we are in our now older selves, we don't have time for that nonsense.

Also, this is why only children like the new Sonic games. Because Sonic is one of few series that still does this, in an age where everything else has moved away from that formula. Ain't nobody got time for that!

I find the longer sessions to be the most satisfying ones- even if they do cause frustration before the joy of triumph. Levels like that giant cave bat stage in DKCR or some of the Star World/World 9 levels in NSMBW/U that take an hour to finally stand victorious over are the ones that you remember the the experience of the most because you run the gamut of a game's challenge and the developing skill needed to overcome it.

But they need to be sparsed out- if a game is a constant barrage of ridiculously hard levels/challenges/obstacles, then, yeah, I could see how that would dissuade all but the hardestcore gamer. There should be some bretahing room in between to allow the player to exercise their newly increased skill before throwing them at another wall to climb.